Our goal is nothing less than 100% compatibility for running Windows games onLinux through Wine.

To this end, Gavriel states they have worked to improve DirectX 7 support in the Wine code base:

So – we’ve been working hard on revamping the DirectX code within Wine to fullysupport the Direct3D 7 APIs, as well as substantially restructuring theDirectDraw code. So far, we’ve been able to get most of the core Direct3D7 sample apps up and running, as well as some major game titles (Sacrifice),and the 3DMark2000 benchmark. We’ve implemented most of the code D3D features,including multitexturing, stencil buffers, alpha blending, fog, etc. We’restill working on optimizations such as holding D3D Vertex Buffers in videomemory for quick access to hardware T&L.

On the DirectDraw side, we’ve unified the code in the the x11 and DGA driversinto a new more OO design, separating direct use of xlib from the core code.We’ve added an ‘update thread’ which should make non-DGA use almost as goodas DGA, especially when combined with some of contextual smarts in the GDIx11 driver Ove submitted a few weeks ago to speed up DIBsections. We still havesome work to do on this front, since DGA support hasn’t yet been integratedinto our new design.

Initially, the Direct3D code will be released with limited redistributionrights under the Aladdin Free Public License – it will not be availableunder the Wine license. The DirectDraw code will be made available underthe Wine license, and we should be submitting a patch with that codewithin a couple of days.

In 2001, we will be setting up a subscription service that allows users to voteon the games they would most like to see working. Users who pay will beallowed to vote on what we work on next – essentially a variant of the StreetPerformer Protocol (http://www.firstmonday.dk/issues/issue4_6/kelsey/).Once a set number of users have subscribed to the service we will releasethe code under the Wine license. After the initial code is released underthe Wine license, so will all subsequent patches, assuming we retain a setminimum number of subscriptions.

You can get the AFPLed code from our web site (http://www.transgaming.com/)now. Once we have some feedback on the 2D side of things, we’ll send apatch to wine-patches for release under the Wine license.

Their site has screenshots of Sacrifice running under Linux (whichwas only released this past month); the code in question can be downloaded from here.

Dave Lawrence wrote in to announce the releaseof the 12/30 XTux source snapshot. Changes:

Added a “goto” arrow (like in Grand Theft Auto) which can be set from amap event. This can be used to help the player in the right direction.Added ai blockers, which can be used to keep AI in chosen areas.New “E” (enlightenment) powerup.New map “Street Spirit”.

Joe C. wrote in to let us know about Joystick101.org‘s interview with Loki President and Founder, Scott Draeker. He discusses whereLoki Software is going, future Loki releases, and the companies many open source projects.

In their ongoing interview series, Stomped hasconversedwith BioWare’s Dr. Ray Muzyka and Dr. Greg Zeschuk,who are currently developing Neverwinter Nights forLinux and other platforms; the standard questions about the previous and upcoming stellar cycles are posed.

Linux3D.net noted that RPG Planetinterviewed World Fusion’s Serafina Pechan about their upcoming MMORPG Atriarch,which, according to their FAQ,will be released for Linux. The interview gives an overview of Atriarch’s setting andplayer dynamics, and includes a few screenshots.

Doomworld’s Linguica updated yesterday noting that it was the third anniversary of the Doom source release from id Software, spawning the myriad source port projects; Linguica’s retrospective on what’s occured since that release can be found here.

As promised last night,id has added aFAQ for the Team Arena expansion packat Quake3Arena.com. Also, Loki’sBernd Kreimeier forwarded the README forthe Q3A 1.27g Linux beta, which was releasedlast night; known issues and Linux-specific bugfixes since version 1.17 are included, as well as info regardingbug reporting. Please note that the 1.27codebase breaks mod compatibility, so be sure to hit the various Q3A mod websites for patches after upgrading.

Finally, in the event you’re wondering what’s in the expansion pack (since Team Arena should now run under Linux),PlanetQuake has a TA guide up.